CRagdoll2::Init
0x004a25b0 · 438 bytes · __thiscall
_ZN9CRagdoll24InitEP11CBaseEntityS1_P10CStudioHdrRK6VectoriPK11matrix3x4_tS9_S9_ff
Decompiled
undefined (11 params)
/* CRagdoll2::Init(CBaseEntity*, CBaseEntity*, CStudioHdr*, Vector const&, int, matrix3x4_t const*,
matrix3x4_t const*, matrix3x4_t const*, float, float) */
void __thiscall
CRagdoll2::Init(CRagdoll2 *this,CBaseEntity *param_1,CBaseEntity *param_2,CStudioHdr *param_3,
Vector *param_4,int param_5,matrix3x4_t *param_6,matrix3x4_t *param_7,
matrix3x4_t *param_8,float param_9,float param_10)
{
int iVar1;
longdouble lVar2;
CBaseEntity *local_54;
int local_50;
CStudioHdr *local_4c;
undefined4 local_48;
undefined4 local_44;
undefined4 local_40;
undefined4 local_3c;
undefined4 local_38;
undefined4 local_34;
undefined4 local_30;
int local_2c;
matrix3x4_t *local_28;
undefined4 local_24;
undefined1 local_20;
iVar1 = gpGlobals;
*(undefined4 *)(this + 0x868) = 0;
*(undefined4 *)(this + 0x8b8) = 0;
local_54 = param_1;
*(undefined4 *)(this + 0x888) = *(undefined4 *)(iVar1 + 0xc);
*(float *)(this + 0x8a8) = param_10;
local_48 = (**(code **)(*(int *)param_1 + 0x1c))(param_1);
local_50 = (**(code **)(*modelinfo + 0x18))(modelinfo,local_48);
if (local_50 != 0) {
local_44 = 0;
local_38 = *(undefined4 *)param_4;
local_40 = 0;
local_3c = 0;
local_34 = *(undefined4 *)(param_4 + 4);
local_4c = param_3;
local_30 = *(undefined4 *)(param_4 + 8);
local_2c = param_5;
local_24 = 0x3f800000;
local_20 = 0;
local_28 = param_8;
Create(this,(ragdollparams_t *)&local_54,(C_Infected *)0x0);
(**(code **)(*(int *)this + 0xc))(this);
ApplyAnimationVelocity(this,param_6,param_7,param_9);
lVar2 = (longdouble)(**(code **)(*g_pPhys2World + 0xb0))(g_pPhys2World);
*(float *)(this + 0x880) = (float)lVar2;
*(float *)(this + 0x884) = (float)lVar2;
CBaseEntity::VPhysicsSetObject(param_1,(IPhysicsObject *)0x0);
CBaseEntity::VPhysicsSetObject(param_1,*(IPhysicsObject **)(this + 0x20));
CBaseEntity::SetCollisionGroup(param_1,1);
param_1[0x1bf] = (CBaseEntity)0x0;
*(uint *)(param_1 + 0x14c) = *(uint *)(param_1 + 0x14c) | 0x40000;
if ((*(int *)(this + 8) != 0) || (*(int *)(this + 0x8b8) != 0)) {
(**(code **)(*g_pPhys2World + 0x9c))(g_pPhys2World,this + 4);
(**(code **)(*(int *)this + 0x28))(this,param_1);
s_globalCount = s_globalCount + 1;
*(int *)(this + 0x8b4) = s_globalCount;
}
}
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
Just a Signatures{} block, ready to drop into a gamedata
file. Wire it up in your plugin however you like - SDKCall, DHooks,
raw memory ops, or anything else.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.